Game machine and games

ABSTRACT

The present inventions comprise four different games. Three are board games and one is a game of chance. All four games use a Game Machine™ device which carries a plurality of chips. The International Game of Life™ involves moving pieces on a board in a manner based on the results of rotating the chips. The All or Nothing™ game involves competing for a pot of chips based on the results of rotating the chips. The Jungle Game™ involves collecting chips having the images of animals thereon based on the results of rotating the chips. 
     The Game Machine™ may also be used to play a game of chance involving placing chips on a numbered strip based on the results of rotating the chips.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims priority to U.S. Provisional Application Ser.No. 61/086,737 filed Aug. 6, 2008, which is fully incorporated herein byreference.

COPYRIGHT NOTICE

A portion of the disclosure of this patent document contains material,which is subject to copyright protection. The copyright owner has noobjection to the facsimile reproduction by any one of the patentdocument or the patent disclosure, as it appears in the Patent andTrademark Office patent file or records, but otherwise reserves allcopyright rights whatsoever.

FIELD OF THE INVENTION

This invention relates to board games of chance and methods of playingthe games for entertainment and education.

BACKGROUND OF THE INVENTION

Applicant is the inventor of the well-known Game of Life® and is theoriginator and an inventor of several other items including thosedisclosed in U.S. Pat. No. 4,941,665 and D 541,879, each of which isincorporated by reference herein in its entirety.

SUMMARY OF THE INVENTION

The present inventions comprise new, different and innovative boardgames in which a modified version of the Game Machine device disclosedin U.S. Pat. No. 4,941,665 is used. In brief, these inventions comprisean International Game of Life™, an All or Nothing™ game in which theobject is to win a “pot” of chips and a Jungle Game™ in which the objectis to collect all of a predetermined number, e.g., six, chips having theimages of different animals thereon. The Game Machine of the presentinvention may also be used to play a Game Machine Game.

DESCRIPTION OF THE DRAWINGS

FIG. 1A illustrates the board and playing pieces for the InternationalGame of Life™

FIG. 1B is the board without game pieces.

FIG. 2A illustrates one form of a Game Machine device which may be usedin conjunction with the foregoing game boards or in a Game Machine Game,and FIG. 2B illustrates one useful in the Game Machine™ Game.

FIGS. 3A-3E are detailed views of a preferred Game Machine™

FIGS. 4A-4B further illustrate additional playing pieces which may beused in the International Game of Life.™

FIGS. 5A-5B show playing pieces, and the terminal with the jet airlinerpieces parked next to it, and with FIG. 5B showing a larger view offinal terminal.

FIGS. 6A-6C show destination pieces.

FIG. 7 shows rescue chips.

FIGS. 8A-8D show college, career, property and property deed cards.

FIG. 9A illustrates the board and playing pieces for the All forNothing™ game, and FIG. 9B shows a joker chip.

FIG. 10A illustrates the board and playing pieces for the Jungle Game™,and FIG. 10B shows them in more detail.

FIGS. 10C-10F show close-ups of the circle game board.

DETAILED DESCRIPTION OF THE INVENTION International Game of Life™

The following equipment is used in playing the game:

Equipment:

-   -   1 Game board    -   1 Game Machine™    -   22 or more Destination Chips    -   8 International Hotel Chips    -   7 Money Chips    -   3 Rescue Chips    -   3 Win the World™ Chips    -   1 Pouch to hold Chips    -   4 Jet Airliners (Red, Green, Blue, and Yellow)    -   People Pegs (Pink and Blue) to be placed on each Player's Jet        Airliner playing piece.    -   40 Commuter Planes (10 ea. Red, Green, Blue, and Yellow)    -   9 or more Career Cards    -   9 Property Deed Cards    -   9 Passport Cards    -   1 Terminal 1    -   1 Terminal 2    -   1 Terminal 3    -   1 Final Destination Terminal    -   Play Money

The object of the game is for all Players, typically 2 to 4, to reachthe final destination terminal on the board shown in FIG. 1 with theirJet Airliner pieces, at which point the game ends. The Player with thegreatest amount of money wins. The money can be tabulated on anypredetermined basis, e.g., $100,000 each for Destination Chips, $10,000each for Hotels, etc. Money, as explained in more detail below, alsoincludes money won during play, e.g., by reason of spaces on the gametrack, Pay Day chips, Inheritance Money chips and earnings from Spin toWin™.

The following exemplary playing method may be used.

Bank

One Player is designated to be a “banker” and deals out $2,000.00 toeach Player after separating play money by denomination.

Career Cards, Property Deed Cards

Each deck of Career Cards and Property Cards is placed face down next togame board.

Jet Airliner and Commuter Planes Playing Pieces

Each Player chooses a Jet Airliner (either Red, Green, Blue, andYellow). These are Playing Pieces to advance on the game board. EachPlayer also selects 10 Commuter Planes of corresponding color (Red,Green, Blue, and Yellow) and places them by his or her side. CommuterPlanes should be placed on Destination Chips to signify ownership.

Hotels, Destinations and Terminals

Hotels are valued at $100,000. Destinations are valued at $100,000. The4 Terminals are placed on designated locations on the game board. Theymay be freestanding and not attached. The 8 hotels are to be placed atrandom on any international symbol for Hotel on the game board. Theinternational symbol for Hotel is a figure lying on a bed (note FIG.1B).

Passport Cards

Each Player has the option to buy a Passport for $10,000 each. However,a Passport is required before the Player can win a Destination Chip.

Peg People

Each Player may take on Peg (Pink or Blue) to start according to his orher gender, and place it in one of the holes on top of his or her JetAirliner. This designates a passenger.

Pouch

The Banker takes the Chips from the Pouch and inserts them in the GameMachine™ The selection of these Chips must be random.

Game Machine™ Chips Pouch

All 22 Destination Chips, 8 International Hotel Chips, 7 Money Chips, 3Rescue Chips and 3 Win the World™ Chips are placed in the Pouch and mustbe mixed well.

Game Machine™

After placing the Game Machine™ on a designated location on the gameboard, fill the Game Machine™ with 6 Chips (face up) drawn withoutlooking from the Pouch. Each Player takes a turn to spin the GameMachine™. The Player that spins the highest number (which is locatedunderneath the Chip to which the arrow points) goes first. Other Playerstake turns in the game play, clockwise following the first Player.

Step 1 First Player

For example, the Game Machine™ could contain the following Chips: Buythe Hilton Hotel, Go to Switzerland, Go to London, Go to Japan, Go toBrazil, Go to Rome.

Note: Each Player has 3 turns to spin the Game Machine™ to see if he canguess the right Chip on which the arrow stops. Each Player may spin theGame Machine™ up to 3 times on his turn.

If a Player does not guess by correctly calling out the Chip to whichthe arrow points after spinning before he spins, he loses the spin.

First Spin

For example: The 1st Player guesses a Destination Chip that he wants,e.g., Go to Brazil. If the arrow on the spinner does not point to Go toBrazil, then the Player spins again.

Second Spin

On the 2nd spin, the Player can guess the same or another DestinationChip before the spin. If the arrow does not point to Go to Brazil or anyother Destination Chip which the Player guesses on his turn, then thePlayer spins again.

Third Spin

On the 3rd spin, the Player gets the Chip to which the arrow points,regardless of whether the Player guesses this spin or not.

If the Chip is a Destination Chip he places the Chip on thecorresponding Destination space encircled in black on the game track.The Player then places one of his corresponding color Commuter Planes ontop of this Destination Chip, which indicates it is his exclusivepossession.

If the arrow points to a Hotel Chip instead, then the Player can take aHotel Playing Piece off the game board and take it into his possession.

Whenever a Destination Chip or a Hotel Chip is taken from the GameMachine and put on the game board, then take another Chip out of thePouch and place it in the Game Machine.

Note: The Player does not necessarily have to take 3 turns on thespinner. He may spin the spinner up to 3 times if he hasn't alreadyguessed a Chip in previous spins.

Number Advances on Track Underneath the “Chip” Track

Underneath the I want to go to Brazil Chip, for example, there wouldappear a number which gives the Player the number of spaces his JetAirliner is to move on the winding game track. For example, after theDestination Chip removed from the Game Machine,™ if the number is #6,then the Player advances his Jet Airliner 6 spaces on the winding gametrack. This completes the first Player's turn.

SECOND, THIRD, AND FOURTH PLAYER SPINS follow the same procedure asoutlined in above Step 1. This procedure continues until all of thePlayers have reached the Final Destination Terminal. Play ends, andaccount is made of the money held by each Player.

Destination Chips

When Chips are placed in the Game Machine™ the Player must first guesswhich Chip the arrow will point to before he/she spins the Game Machine.When the arrow points to any given Destination Chip that the Player hasguessed, then that Chip is taken out of the Game Machine™ and placed onthe game board where there is a corresponding picture replica of thatparticular Destination Chip. The Player puts his color Commuter Plane ontop of the Chip, which designates that this Destination is a personalpossession of the Player.

In addition to taking a Chip which as been guessed out of the GameMachine™, the Player may take the following Bonus Move (for guessing theright Chip):

The Player may take a second Destination Chip from the Game Machine™ orfrom another Player.

When a Player lands on a Destination Chip with a Commuter Plane on it,then he must pay the Player who owns that Destination a $50,000 fee.

International Hotel Chips

The Hotels are won by spinning the Game Machine™. The Player attempts toguess if the arrow in the Game Machine will point to a Hotel Chip. Whenthe Game Machine™ arrow points to a Hotel Chip that the Player hasguessed, then the Player removes the Hotel Playing Piece from the gameboard and places it in his possession, off the game board.

If the Player guesses correctly that the arrow in the Game Machine™ willpoint to a Hotel Chip, then the Player has the following Bonus move (forguessing the right Chip):

In addition to the Hotel Playing Piece, which the Player has gained byguessing the right Hotel Chip, he may take another Hotel Chip or aDestination Chip from the Game Machine™ or from any other Player as aBonus move (for guessing the right space where the arrow points).

Note: Whenever a Destination Chip or a Hotel Chip is taken from the GameMachine™ and put on the game board, then take another Chip out of thePouch and place it in the Game Machine™.

International Hotel Playing Piece—Strategic Play

When the Hotel Playing Piece is held by a Player, the Hotel PlayingPiece may be played by placing it on the game board on any OPENDestination space which is unoccupied by another Player. This move mustbe made by a Player before any of his/her spins. The Player may alsoplace the Hotel Playing Piece on his own Destination Chip.

As a strategy move, a Hotel Playing Piece may be switched to anyunoccupied Destination space on the game board when it is apparent thatanother Player's Jet Airliner playing piece approaches. This move may bemade by any Player only at the beginning of his/her move. There is nolimit to the number of times that the Player who owns the Hotel canswitch a Hotel's location on the game board.

If any Player lands on a space where there is another Player's HotelPlaying Piece on that space, the moving Player pays a $50,000 fee to thePlayer who owns the Hotel.

Take Away Spaces

When a Player lands on a Take Away space, he can do the following:

Take Away from another Player or from the Game Machine™ 1 DestinationChip or 1 Hotel playing piece.

Whenever a Destination Chip or a Hotel Chip is taken from the GameMachine™ and put on the game board, then take anther Chip out of thePouch and place it in the Game Machine.™

If the Player Takes Away a Destination Chip from another Player, hereplaces it with his own color Commuter Plane. This Destination Chipthen becomes his exclusive property.

Rescue Chips

The Player does not need to guess the spin to acquire a Rescue Chip. Ifduring any spin in which the Player “guesses” a chip that does not comeup, and if at the end of any spin the arrow points to a Rescue Chip, thePlayer may take the Rescue Chip (if there is a Rescue Chip in the GameMachine™), into his possession instead of the Chip he had incorrectlyguessed. No further spins are allowed in that turn. The Player thenkeeps the Rescue Chip until he is threatened by a Take Away play or anyplay by another Player. This Rescue Chip will stop any Take Away play,or stop any play by another Player. The Rescue Chip can only be usedonce, and once it is used, the Rescue Chip is out of play.

Win the World™ Chips

The Player does not need to guess the spin to acquire a Win the WorldChip. If during any spin in which the Player guesses a Chip that doesnot come up, and if at the end of any spin (if there is a Win the WorldChip in the Game Machine™), and the arrow points to a Win the WorldChip, the Player may take the Win the World Chip into his possessioninstead of the Chip he had incorrectly guessed. No further spins areallowed in that turn. When the arrow in the Game Machine points to a Winthe World Chip, then the Player has the following move:

The Player may take 2 Destination Chips or 1 Destination Chip and 1Hotel Playing Piece from one or two other Players or from the GameMachine™

Whenever a Destination Chip or a Hotel Chip is taken from the GameMachine™ and put on the game board, then take another Chip out of thePouch and place it in the Game Machine™

The Win the World Chip can only be used once, and once it is used, theWin the World Chip is out of play.

Money Chips

When the arrow points to one of these Chips, you get the amount on theChip from the bank. The Chip is then set aside by the banker, out ofplay.

Terminals

These Terminals are goals. Landing on a Terminal protects the Playerwhile he is on the Terminal from any moves made by any Player todispossess him of any of his Destination Circles or Hotel PlayingPieces. The Player may stay on any Terminal indefinitely until he electsto move his Jet Airliner Playing Piece. Any Player can elect to go backto the nearest Terminal and place his Jet Airliner Playing Piece on theTerminal, so long as his move is made at the beginning of his/her turn.If a Player elects to go back to the nearest Terminal, he then movesfrom that point forward. Attention should be given to the need to keepthe Jet Airliner Playing Piece in motion to reach the Final DestinationTerminal on the game board.

Career Choice and Career Change

If a Player lands on a Career Choice space, he may pick a Career Card.If a Player lands on a Career Change space, he picks a new Career Card.Another Player holds the Career Cards with the backs facing the Playermaking the choice. The Career Card establishes the salary of the Playerthroughout the game.

Payday

There are Pay Day spaces throughout the game board. When a Player landson Pay Day or goes by it, he then collects his salary, which is on theCareer Choice Card he has selected.

Get Married

If a Player lands on the Get Married space, he stops and collects$10,000 from the bank.

Buy Property—Draw a Deed

If a Player lands on a Buy Property—Draw a Deed space, another Playerholds the Buy Property—Draw a Deed cards with the backs facing thePlayer making the choice. The Player selects a card and pays $10,000 tothe bank.

Lose Job—Start Career

If a Player lands on Lose Job—Start Career space, he exchanges the cardhe has secured prior to his move, and draws another Career Card held upby another Player, with the backs facing the Player making the choice.

Baby Boy—Baby Girl

If a Player lands on a Baby Boy—Baby Girl space, he collects $10,000from the bank for each baby and takes a Peg (Pink or Blue) and places itin his or hers color Jet Airliner, as another passenger.

Destination Circles

Destination Circles are treated as a space in the game. During thegameplay, if a Player lands on an occupied Destination Circle which isthe exclusive possession of another Player, then he must pay $50,000 tothe Player who occupies the Destination Circle.

Spin to Win Strip

When a Player lands on a Spin to Win Strip space, the Player may place awager on the Spin to Win Strip. This wager play is optional.

The Player can make a bet of any amount, on any one of the numbers onthe Strip. Next, he spins the Game Machine™ to see if he has gotten acorresponding number located underneath the Chip to which the arrowpoints. If the Player has guessed the number to which the arrow points,he wins the pay off odds of 10 to 1. The Player collects money from theBanker if the arrow points to the number that he has bet on.

The Player can bet a Hotel (value is $100,000).

All or Nothing™ Game (FIGS. 9 a-9 b)

Equipment:

-   -   Game Machine™ (comprising a Game Machine™ and a Draw Pit), as        illustrated in FIG. 1 of Design Pat. No. D 541,879 (FIG. 2B        herein).    -   4 Chip Racks    -   52 Playing Chips    -   4 Wild Chips    -   4 All or Nothing Chips    -   2 Joker Chips    -   200 Betting Chips in 3 colors (White, Red, and Blue)    -   The Game Machine™, Rack and Chips are shown in FIG. 2 hereof.

Object of the Game (a Betting Game):

The object of the game is to win the Pot. You win the Pot by gettingSets or Runs of Chips and having the least amount of Dead Chips in yourtray

A Set is 3 or more Chips of the same number of any suit. Example: 2, 2,2.

A Run is 3 or more Chips of the same suit in sequence. Examples: 2, 3 4all in Hearts, 4, 5, 6 all in Clubs or Spades.

Aces are low. Example: Ace, 2, 3 of Diamonds.

Dead Chips are Chips that are not part of a Set or Run in your tray.

Players decide value of Betting Chips. Examples: White=1 pt, Red=2 pts.,Blue=3 pts. or White=penny, Red=nickel, Blue=dime.

To Start:

Fill Game Machine™ with 6 Chips. Each Player makes a bet and picks anumber from the Game Machine™ and spins. The Player with the highestChip to land on their number, wins the bet and goes first.

For a 2-Player game, each Player fills his/her rack with 10 Chips tostart. The Player who goes first places his/her bet and spins or draws.A Player can also pass. If a Player passes, he/she is out of the game.

For a 3-4 Player game, each Player draws 7 Chips to start, instead of10, as in a 2-Player game.

To begin, a Player may draw a Chip from the Draw Pit (FIG. 2B) or thePlayer that goes first can choose any Chip in the Game Machine™ (blacknumbers 1 to 6). If the Chip on the Game Machine™ lands on the numberthat was called out, the Player can then take that Chip and add it tohis/her rack. A Player must spin up to 3 times on his/her turn toaccomplish this. Each Player bets after he/she has spun or drawn a Chipor passes if they want to drop out of the game.

A Player must discard a Chip into the Game Machine if he/she draws onefrom the Draw Pit or wins one from spinning the Game Machine. The Chipcan be discarded into any position in the Game Machine he/she chooses.If a Chip is removed to make room for the Player's discarded chip, it isthen placed aside on the table and becomes inactive.

To continue to play, Players proceed by taking turns either drawing aChip from the Draw Pit or spinning the Game Machine for a Chip.

Players continue to make Sets and Runs on their trays. Any Chips thatare not either a part of a Set or Run are called Dead Chips.

Betting is done each round.

Wild Chips

A Wild Chip can be used to complete a Set or Run in your tray. Examples:2, 2, Wild (where the Wild Chip acts as a 2); 4, 5 Wild (where the WildChip acts as a 6).

All or Nothing Chips

This is a very valuable Chip. This Chip allows you to take any or all ofthe other Player's Chips. For example, you could change your Dead Chips(which cannot be played again) or your whole tray of Chips in exchangefor an equal number of another's Chips. You take these Chips withoutlooking at the other Player's Chips. If the other Player has an All orNothing Chip in his/her tray, they have Blocked you from taking any oftheir Chips. Then you get Nothing.

After an All or Nothing Chip has been played, it is set beside your trayand may not be used again. It is considered Dead. You do not replace theAll or Nothing Chip with another Chip.

The All or Nothing Chip can be used during gameplay anytime, until theround is Called (ending of the game). After the round is Called, the Allor Nothing Chip cannot be used.

The All or Nothing Chips can also be used as Sets in your tray. Forexample, 3 All or Nothing Chips equal a Set.

As a Dead Chip, the All or Nothing Chip counts against you at a value of10 points.

Joker Chips

A Joker Chip (FIG. 9B) takes the pot and play continues. If anotherPlayer has a Joker Chip, he/she can prevent that Player from taking thepot. Both Joker Chips become inactive at this point. As with a DeadChip, the Joker Chip counts against you at a value of 10 points.

To Win

In order to win, when a Player has 10 points or less in their DeadChips, he/she can Call by knocking on the table at the end of the round.At this time, all Players turn their Chip racks around and reveal theirChips.

If the person who Called the round has the least amount of points intheir Dead Chips, he/she collects the Pot. If any other player has lessDead Chip points than the Caller, he/she wins that round to collect thePot. The Player with the least amount of Dead Chips wins the Pot.

Each Player counts up his/her Dead Chips. You subtract the winner's DeadChip points from your own and this is how many Betting Chips you mustpay the winner. For example, if the winner has 5 Dead Chip points andyou have 20 Dead Chip points in your tray, you would subtract 5 from 20to equal 15 Betting Chips.

Laying Off Rule

If the Caller of the round does not have a perfect rack (where all Chipsare part of a Set or Run), the opponents are entitled to lay off (addtheir matching Chips) to the Caller's tray of Sets and Runs. Forexample, if the Caller's tray has 4, 5, 6 in Hearts, and 7, 7, 7, 2, 2,2 with a 1-point Dead Chip, the opponents can play any 7, any 2, or a 3of Hearts, or a 7 of Hearts Chip that is in their Dead Chip collection,thereby decreasing their Dead Chip count, and reducing the amount ofBetting Chips that they owe to the winner.

The Jungle Game™ (FIGS. 10 a-10 f)

The following exemplary equipment may be used in playing The JungleGame™:

Equipment:

-   -   Game Machine™ (comprising of a Game Machine™ and Draw Pit) as        shown in FIG. 1 of Design Pat. No. D 541,879 (FIG. 2B herein).

Game Machine ™ Circle Game Board 4 Player Home Zone Mats Chip Bag 37Chips 24 Wild Animal (each has a Red, Yellow, Blue, and Green Chip) 4Lion 4 Tiger 4 Rhino 4 Gorilla 4 Crocodile 4 Elephant Set-Back Chips: 2Cobra 2 Scorpion 2 Quicksand 3 Take-Away Come-From-Behind Chips: 3Helicopters 1 Zoo Rescue

The Game Machine™, Circle Game Board, Home Zone Mats and Chips are shownin FIGS. 10A-10B hereof.

Object of the Game

The object of the game is to collect all six Animal Chips (e.g., Lion,Tiger, Rhino, Gorilla, Crocodile, and Elephant) of a Player's color byplaying through the Game Machine in the center of the Jungle—and settingthem in place in the Player's Home Zone Mat.

To begin, determine by spinning one Chip which Player goes first;thereafter the Players take their turns clockwise. Each Player choosesone of the colors (Red, Yellow, Blue, and Green) as his/her color. Putall of the Chips into the Chip bag. (If there are fewer than fourPlayers, remove the Wild Animal Chips that don't belong to one of thePlayers.)

To continue, the Player whose turn it is draws as many Chips from theChip bag as are needed to fill up the Game Machine™. He/she may rejectas many as two of the Chips, draw replacements for them, and returnthose rejected to the Chip bag. The player then spins the Game Machine™.Each Player removes those Chips from the Game Machine™ or which one ofthe Game Machine™ pointers points to his/her color (as marked on theChip margin).

If a Player on your turn receives:

(a) A Wild Animal Chip of his/her color, it is placed in his/her HomeZone Mat;

(b) A Wild Animal Chip of another Player's color, it is placed in theZoo; Exchange rule: if one of the Player's own Wild Animals happens tobe in the Zoo, it is thereby freed and may be placed in the Player'sHome Zone Mat;

(c) A Cobra or Scorpion, a Wild Animal (if any) from that Player's HomeBase is removed to the Hospital and stays there through the next round,at the end of which it is placed in a vacant spot on the Game Machine™,where it is not subject to rejection (see above); the Cobra or ScorpionChip is returned to the Chip bag;

(d) A Quicksand Chip, a Wild Animal (if any) from that Player's HomeBase is placed in the Quicksand area of the board, the Quicksand Chip isreturned to the chip bag;

(e) A Take-Away Chip, the Player may either remove one Wild Animal (ifany) from one of the other Players' Home Bases and put it in thedetention Corral or, if one of his/her own Wild Animals is in theCorral, rescue it and return it to its Home Base; the Take-Away chip isreturned to the Chip bag.

Note: Chips can be used immediately or held back for a surpriseCome-From-Behind strategy.

To Win

The first Player who succeeds in bringing all six Wild Animals ofhis/her color to the Home Base is the winner.

Note: For best results, adult assistance is recommended to get the fullbenefit of the play value of The Jungle Game™

Game Machine™ Game

The following equipment may be used to play a Game Machine™ Game:

Equipment:

-   -   1 Game Machine™ Device as illustrated in FIG. 4A-4B or FIGS. 5        and 4B hereof.    -   12 Removable Chips    -   24 Tokens (6 Red, 6 Yellow, 6 Blue, 6 Green)    -   1 Oversized Bump Token, marked with the number 1    -   1 Oversized Prevent Bump Token, marked with the number 10    -   Spin-to-Win Strip with 10 numbered locations printed on it (top        of FIG. 1A).

The Game Machine™ Game may be played as follows:

Each Player selects a color token and is identified by this color in thegame. Each Player gets 3 turns to spin the Game Machine™ and guess anumber underneath the rotating Chip (for example, #6), and to which thearrow points, after the spin. If he guesses that number, he then placeshis Chip on the corresponding #6 on the Spin to Win Strip, and places acolor Token of his color on top of the Chip. This, then, is hispossession. The Player has 3 chances to guess any number that he callsout before he spins. If the Player fails to call a winning number afterthree spins, his turn is over.

Object of the Game

The object of the game is to have the most Chips (with Tokens) on theSpin to Win Strip at the end of the game (when either 5 spots or anypredetermined number of spots are covered by Chips).

First Player (for example, Red). Spins the Game Machine™

The Chip to which the arrow points is lifted from the Game Machine™ andthe number underneath the Chip is exposed (for example #2).

Player removes that Chip and places it on the number 2 on the Spin toWin Strip. Player takes a Token of his chosen color (for example, Red)and places it on his Chip on the Spin to Win Strip. That Chip and numberbecome his possessions.

Another Chip is placed in the spot on the Game Machine™ which wasvacated by the first Chip's removal.

Second Player (for Example, Yellow). Spins the Game Machine™.

The Chip to which the arrow points is lifted from the Game Machine™ andthe number underneath the Chip is exposed (for example, #6).

Player removes that Chip and places it on the number 6 on the Spin toWin Strip and places his Token (Yellow) on top of the Chip. This, then,is his possession.

If the arrow points, however, to #2 on any spin, then the Player bumpsthe Chip off of the #2 space that is occupied by another Player on theSpin to Win Strip. He then places his Token (Yellow) on the Chip that isone the number 2 on the Spin to Win Strip. That Chip and number thenbecome the second Player's possessions.

This game play continues with the third Player (Blue) and the fourthPlayer (Green) until all numbers, from 1 to 10, or any number of numbersthat are agreed to before the game begins, are covered on the Spin toWin Strip by the different Player's Chips.

Bumping

If a Player lands on #1 which is underneath the rotating Chip, then thatPlayer can Bump any Token and any Chip from any number and Player andtake that Chip and number into his possession. The Player may use thisBump Token only once.

If a Player lands on #10 which is underneath the rotating Chip, thatnumber is a special No Bump Token that prevents any Player from bumpinghis Chip. The Player may use this Chip only once. The Player may retainthe No Bump Token and play it at a time that he is challenged.

The Game Machine™ may also be used to play a game of chance involvingplacing chips on a numbered strip based on the results of rotating thechips. It also can be played alone as a spinner whereby players merelyguess numbers as in a roulette wheel. It therefore can be used with anumber of games

The foregoing exemplary games may be varied in numerous ways withoutdeparting from the present inventions. The number of Players, pieces,Chips on the Game Machine™ and other features are subject to variationwithout departing from the examples disclosed herein.

1. A game comprising a game board having a laid-out route from beginningto a final destination terminal thereon, the game board having markeddestinations on a marked route, a game machine placed on the game board,a plurality of chips including destination chips, hotel chips, moneychips, and playing pieces, the game machine having locations for certainchips, and including a spinner for moving the chips thereon to differentnumbers thereon, each game player has one or more turns to spin the gamemachine to see if he or she can guess the right chip on which thespinner arrow stops, and the destination chips have a number on thebottom which tells the player the number of spaces to move along theroute.
 2. A board game as in claim 1 wherein the board has labeledtake-away spaces to designate that a chip can be taken away from anotherplayer.
 3. A board game as in claim 1 wherein the chips include rescuechips for use by a player threatened by a take-away play.
 4. A boardgame as in claim 1 wherein the chips include Win the World chips which,when obtained by a player, allows the player to take certain chips fromone or two other players.
 5. A board game as in claim 1 wherein if thespinner on a player's turn points to a money chip, the player isentitled to the amount of money on the chip from a game board bank.
 6. Aboard game as in claim 1 including a plurality of terminals upon which aplayer may stay on indefinitely until he elects to advance his playingpiece.
 7. A board game as in claim 1 including career choice spaces onthe board which entitle a player to pick a new career card if he landson such space.
 8. A board game as in claim 1 including payday spaces forwhich a player collects his salary, and at least one get married spacethat the player can collect money from the bank if he lands thereon. 9.A board game as in claim 1 wherein the game board has marked spacesincluding buy property, lose job, and have baby.
 10. An all or nothinggame using a game machine, chip racks, playing, wild, all or nothing,joker and betting chips, a game machine having locations for certainchips, and including a spinner for moving the chips thereon to differentnumbers thereon, chip racks for holding certain chips, and wherein eachplayer fills his rack with a number of chips to start the game.
 11. Ajungle game including a circle game board, a plurality of home zone matsand chips, a game machine having locations for certain chips andincluding a spinner for moving the chips thereon to different numbersthereon, the chips including wild animal chips, and chips are placed inthe game machine.